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kubi

Ammo parameters

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Hi,

I'm curious, what _exaclty_ mean hit, indirecthit, indirecthitrange parameters for ammo. How the hit strength calculated etc.

Given we have:

hit=100

indirecthit=50

indirecthitrange=10

How much a target suffer in 0, 1, 2, 5, 10 and 15m distance? Is there a mathematical function, how the damage decreases?

And how will the armor on the other side of the vehicle be damaged?

Br,

Kubi

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Since the numbers are so easy;

100% dammage when it's hit

And an indirect hit decreases with 50% / 10 meters.

Atleast I think it works out this way.

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I think it means that if you are within 10 meter circle of the place that has been you will get 50 damage. So indirecthit=50 means the damage you will get when not hit indirectly. And indirecthitrange=10 says the range you can get hurt from a indirect hit.

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T-80 armor value for example is 800,if you have a RPG with this values you should use 8/6 rockets to destroy it.

One hit -100hp for the T80

An indirect hit -50hp.

Indirect hit is the splash damage and work with the indirecthit parameter

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Indeed. Hit is not a percentage, but more of a Hitpoints (HP) system as outlined by Joker above.

The indirecthit and indirecthitrange define the "splash damage" IIRC.

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think for handguns and rifles indirect hit and indirect hit range should be zero...or do you get hurt when a bullet impacts 2 meters next to you?

only usefull for tanks and bombs and stuff

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think for handguns and rifles indirect hit and indirect hit range should be zero...or do you get hurt when a bullet impacts 2 meters next to you?

only usefull for tanks and bombs and stuff

You would get dammaged if the bullet were to bounce of the ground and hit you. As for the indirect hit subject, I put an law's indirect hit to 150 and indirect range to 10 and I shot 5 metres form a ural and the truck was just crippled. It should have blown up because the trucks armor was 40.

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I'm pretty sure indirecthitrange is the maximum range an object can be from the explosion to be damaged, and the further away the object is within the indirecthitrange the less damage it recieves, as opposed to everything within the indirecthitrange being delt indirecthit amount of damage.

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I was wondering a lot, when I tried to define these parameters for bombs. Planes in OFP are not able to place a bomb in the target, so an indirecthit value is needed, but regardless of its number, the target didn't suffer great damage (the damage script starts with 10%) Often the bombs fall within a radii of 10 meters around the target. Increasing the indirecthitrange far over 10 helps a lot, but leads to the next problem that slow airplanes (like ww2 pacific or even worser ww1 planes) burn their tail (damage themselve) even if the indirecthitrange is 50 or lower while the height value of the plane is between 70 and 100 during the strafe.

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Ok, I see some confusion in this topic smile_o.gif

Is there any easy way to test this?

If there is an object (e.g. with 1000 armor point) wich is able to report its damage periodically, the effect of indirecthit and indirecthitrange could be easily measured. Any idea?

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Some interesting results when testing LAWs on a Ural:

LAW:

hit=500

indirecthit=150

indirecthitrange=2.5

Ural:

armor=20

A direct hit did approx. 130 damage to the Ural - enough to kill it 6 times.

An indirect hit (right underneath the Ural) did approx. 17 damage.

An indirect hit of approx 3m away did about 15 damage.

Any thoughts?

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To keep on this example, the ural hit points are defined as

armor=20; // total armor

armorStructural=4.0; // very low structural dammage

Does this mean 80 Hit Points in total?

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